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GlimmerOfNope

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  1. 1) What kind of enemies is the gun best for? Armored, or Fleshies Fleshies, however with the Max charge or over charge ammo it should do fine against armor. 2a) What kind of WMKs should there be, and what effect of them? 2b) Where to obtain the WMKs? Or how to craft them? 3a) What kind of ''things'' could happen against different enemies (Robots, Animals, Humanoids, Irradiated foes)when a critical hit is scored? [such as : (A) Chance to flee, B) Chance to ignite, C) Chance to Knock-down, D) Chance to bleed)] I think ignite makes the most sense here, perhaps with an eccentrically colored fire? 3b) What kinds of player values/conditions should be met for the effect to happen? (Check player's Science, Luck, Energy Wep, skills ect, as a condition before the unique effect triggers) Uhhh, I think this is making things too complex to be honest, just make it an effect that occurs upona critical hit, and if the critical hit ends up killing them, add a secondary effect (such as a special disintegration effect) for use when that occurs. 4) What should the clip size be of the gun (unmodded vers) In between 35-55 5) At what rate should ammo usage be? (Ammo is natively returned to the player via built-in Recycler, currently set to 50% return rate -outside VATS- ) .7 per second sounds about right. I would prefer a weapon with a "clip unload time" that is inbetween an Assault Carbine and a Laser RCW, it does more damage then the Laser RCW but has a shorter clip size. 6) Should the mod include custom Perks? If so, what Perks? (name of perk, effect when using this gun/other lasers too, ect) No, it should not. 7a) What -besides itself- should be required to Repair/Fix this weapon? Laser RCW repair list. 7b) What ingredients should be required to craft the ammo? (Currently 1 ElectronPack = 1 Diode Lamp) I am thinking that this weapon should produce it's ammo in batches about the size as a regular clip (or perhaps 2 clips). I was thinking that the recipe should be 3 Scrap electronics, 1 fission battery, and "X" Electron Charge Packs where X is whatever number you decide should be the size of the Clip. 7c) What ingredients should be required to craft both Max and Overcharge Diode Lamp ammo variants?) Just Other Diode Lamps, perhaps 1 additional fission battery for Overcharge and 2 fission batteries for Max Charge. 7d) What effect should Max and Overcharge have? Default effect? (ie. Overcharge does more dam, but damages the wep's condition too) They do a scaling amount of damage and DT reduction simmaller to normal OC and MC varients of other EW ammo. Maybe they effect the Beam's color/brightness/size when used. I was thinking that the brightness should scale up in this order NC -> OC -> MC depending on which one you use. :cool: How gory should the mod be? (guts spill out when cut in two? face/head sliced to reveal brain? ect) Tone down the blood, this thing burns and cauterizes flesh doesn't it? perhaps you could cut a guy cleanly in half if you aim for the torso when you kill them. Like it could have custom dismamberment/decapitation animations. I don't think gratuidous amounts of guts/gore will make this feel fun to use. It seems like it would make a very clean kill. 9) How to obtain the weapon? (proposal : derelict factory, weapon originally developed as a welder tool -or mining tool-, faction beats you there, Boss Fight ensues where boss uses it against you.) You are given a quest by an individual called the "Forge Master" who is an energy weapons builder and seller who is interested in building his own unique energy weapons so he can compete with the Van Graffs. He instructs ou to seek out a factory and retrieve a prototype weapon so he can reverse engineer it and sell it. Create a new (small) mini world space that one can enter via a passage way somewhere. It should be an abandoned scrap yard with a long abandoned, high-tech factory at it's center. The scrap yard should be filled with traps and obstacles but no enemies. Inside the factory you fight through those mining robots you mentioned bellow until you reach a big room with many robots and perhaps a massive, unique boss robot which when killed drops the weapon as well as the recipe for the unique varient. Once you have this first protoype weapon from the robot, you return to the forge master and allow him to reverse engineer it. When he does, he will have it added to his trade menu, and enemies will suddenly start having it integrated into their leveled list as his new weapon spreads throughout the wastland. He will then send you on another quest to retrieve another item to build the unique varient. I think this Forge Master guy is a good idea because if you ever need to add more energy weapons down the line you can just integrate them with this mod, and give them their own quest given to the player by the character. 10) Questions 1 - 8 again, for the Unique Variant of the weapon, the Mercury Arc 11) In what ways -stat wise- could the Mercury Arc be superior or different from the Xenon Charge (default beam laser)? I think that the Unique varient should be the only version with the "Panic Button", aside from that, it should do slightly more damage, have a better condition, and a slightly larger clip. 12) If a "Panic Button" or "Manual Override" is added, where the player can unload a full-magazine all in one ''Kamehameha" shot by pressing a button, what negative effect should it have on the player? (Chance to knockdown player, ignite you, deal 50% damage to the weapon, ect ect) I do not like the Idea of a "Panic button" so let me suggest an alternative. Instead of a "panic Button" I think the Unique varient (and unique varient only) should have an alternate fire mode where in you press a button then press fire. But instead of firing, it begins to Charge up ina manner similar to the feature in Project Nevada. After a while, when it is fully charged it releases a massive, slowly moving (think: slower than an unmodded Plasma Rifle) vortex of shimmering, pulsating, energy that, upon hitting a surface (or enemy it detonates into a MASSIVE energy explosiong that does insane damage. the backside will be that is damages the weapon down to half health (if it is fired from full health) or completly breaks it, (if it fires from half health). While this may sound over powered, keep in mind that: A) The Orb or Vortex is very slow moving and thus very innacurate. B) It takes a while to charge, and as such is not good in direct fire-fights (unless you have good cover to hide behind). C) Do to the size and extreme damage of the blast it is incredibly dangerous for the courier to use it at close range lest he kill himself or severely wound himself at best. These 3 factors should make this "charged shot" only useful for certain situations but none the less an incredibly effective feature when it is in it's element. It also contrasts nicely with the sustained fire, pin-point accuracy, damage over time, of the normal fire mode. 13) How to obtain the Mercury Arc? (unique variant) (*note* It's a weaponized, experimental version of the Xenon Charge, developed by the Brotherhood of Steel.) As I mentioned, after you get the recipe from the dead boss robot, perhaps you can bring it to another derelict factory that the "Forge Master" tells you about and retrieve a unique power core from another unique boss robot. Once you give this core to the Forge Master he forges you the unique varient. 14) In the quest to obtain a Xenon Charge, its likely there will be some Mining/Welding robots equipped with rudimentary versions of the weapon, what color/colors would it be? The robots should be made of brown/black metal. They should be colored with orange, yellow and perhaps red paint. They should have red,yellow, or orange glowing lights or glow mapped areas. The cutting/welding tool effect should be yellow or light-orange in color. 15) Easter Eggs : a version of the weapon with a 3d "imma firin mah lazor" model on the muzzle.Other suggestions? (armor, other gun variants, enemies, NPCs, ect) 16) Additional Content : Diode Lamps (the ammo for both Xenon Charge and Mercury Arc) will be able to be crafted into Throwable Grenade weapon via a workbench by attaching a Sensor Module (the explosion will be incredibly amazing, like color-changing fireworks type deal). What other additional content would you like to see in the mod? (A Welder/Miner armor? A robot follower that uses a Xenon Charge (recolored)? An optional upgrade for Ed-e to have him use one? An accessory you where on your shoulder, that fires a shoulder-mounted blast when you press a button on the keyboard? ect ect) 2 or 3 unique robot varieties as per mentioned in my previous answers. Plus a unique "boss varient of each". Perhaps the factories could have some unique props/ world space textures. And as for unique armors. i think the Forge Master (if you decide to go with the idea), should have some completly unique Tesla Armour. Instead of adding a new feature, I would prefer that you add another energy weapon besides the one you are currently creating. (I have sketches and ideas for a few if you are ever interested :3 ). Also, AnOneTwos THOR and VT-191 Murderlizer both are having an issue where if you use an ENB with them the Ambient Occlusion causes a few parts to shimmer and "blink" in and out of existence constantly. I would really appreciate it if you could get AnOneTwo's permission to correct the problems with them and perhaps re-release them with New and improved effects under your name (with credits to him of course). It would be a lot less work for you to do too, since both guns are essentailly already made. You could add a few special effects to each ( like re-introducing the swirling glowing lights to VT-191's barrel, and adding a custom firing sound to the THOR). You could call it "THOR and Murderizer Remastered" or something. 17*) Additional Comments : Anything I left out that testers should be aware of? Anything you'd like to add? Suggestions for the mod to include/improve?
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